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File: pepe.png 📥︎ (212.15 KB, 720x651) ImgOps

 â„–4309947[Quote]

So today I encountered this problem:
You have a list of objects, each objects contains a list of 8 vertices (x, y, z position) forming a cuboid, randomly scattered around a 3D map. From this list objects you have to construct one continuous vertex buffer that connects based on intersections of these cuboids. Essentially you have to apply negation to create one big negative space. Thoughts?

 â„–4309955[Quote]

You did not encounter this problem

 â„–4309959[Quote]

also Salt you have a shortage in the janny staff you should really look into that
my porn post was mpa for a 1/3 of a hour you should really step up your game
>>4309955
I did, actually

 â„–4309983[Quote]

>>4309959
I wanted to makw a 3d map for a simple game but due to the limitations of the engine I use the whole map had to be rendered as a singular primitive via a vertex buffer.

 â„–4309985[Quote]

This is a trick question.
A solution would be switching to Godot.

 â„–4310003[Quote]

marge
can you explain in vector notation terms

 â„–4310013[Quote]

File: Oekaki.png 📥︎ (13.29 KB, 480x480) ImgOps

>>4310003
I can explain in oekaki

 â„–4310067[Quote]

>>4310013
i dont get it
i cant help unless you explain it more mathrmatically
i do maths in college but i know nothing about animation

 â„–4310073[Quote]

>>4310013
so you have multiple shapes that touch one another and you want to render it as one shape?
you want to gain efficiency by not rendering the parts that are touched hence not visible?

 â„–4310085[Quote]

>>4310073
kind of

 â„–4310113[Quote]

>>4310085
what's the problem then?
let A and B be shapes in R^n
A and B can be defined as an equation
A={(r) in R ^n | r satisfies equation A}

A intersection B ={(r) in R^n| r satisfies equation A and B}
before rendering anything tell the engine to not render those points

for example in R^2, a circle and square would be

x^2+y^2=1:A
0<=x<=1, 0<=y<=1 :B

A intersection B ={(x,y) in R^2 | x^2+y^2=1, 0<=y,x<=1}

 â„–4310155[Quote]

>>4310113
the idea is that
represent each shape as an equation
for each shape, do their intersections with all other shapes, this is your set of intersection shapes
before rendering, remove all the intersection shapes from the rendering engine thingie



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